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What should I add next?

More magic.
More summons.
More encounters.
More civs.
Usable Mognet.
More loot! (Loot's already in for some monsters.)
Nothing, your mod's epic as it is right now.

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Author Topic: [DF 34.11] Final Fantasy Mod v1.2  (Read 73649 times)

IamanElfCollaborator

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Re: [DF 34.11] Final Fantasy Mod v0.6.6
« Reply #270 on: September 02, 2012, 05:59:29 am »

Updated again!

UPDATE:
Added in many of IndigoFenix's interactions! Thanks, man! :D
Added Phoenix and Cactuar.
Edited Tonberry to include IndigoFenix's interactions.

IamanElfCollaborator

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Re: [DF 34.11] Final Fantasy Mod v0.7
« Reply #271 on: September 02, 2012, 07:28:24 am »

This is Update day! ;)
MOAR UPDATES:
Added in the Qu, credit to Courtesy Arloban for making the raws.

Ultimuh

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Re: [DF 34.11] Final Fantasy Mod v0.7
« Reply #272 on: September 02, 2012, 07:46:27 am »

I am wondering, ever concidered adding creature graphics?
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IamanElfCollaborator

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Re: [DF 34.11] Final Fantasy Mod v0.7
« Reply #273 on: September 02, 2012, 07:49:35 am »

I did. Sadly I'm not really a sprite artist.

UPDATE TIME:
Added in Gilgamesh.
Put in some Easter Eggs.
Fixed Tonberry and Qu interactions.
« Last Edit: September 02, 2012, 09:20:40 am by IamanElfCollaborator »
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IamanElfCollaborator

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Re: [DF 34.11] Final Fantasy Mod v0.7.52
« Reply #274 on: September 02, 2012, 01:03:40 pm »

Took a while, but here's the next update. :)

UPDATE:
Added in the catalyst. The catalyst is a pet needed for summoning.
Added in the summoning workshop-for now the only summons you can actually use are Ifrit, Bahamut, Alexander and Shiva.
Added in needed summoning crap.
Laid down the foundations for future summoning reactions.
Packaged an (OPTIONAL!) WIP Mod rar into the download. Check it out if you like.

Will update the OP to give directions on summoning.
Will add in more summoning reactions.
Will add in more summons.

IamanElfCollaborator

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Re: [DF 34.11] Final Fantasy Mod v0.8
« Reply #275 on: September 02, 2012, 01:42:41 pm »

FUDGE!

VERY QUICK UPDATE:
Fixed a bad bug with the summoning workshop wherein the Catalyst would turn into a toad when the Bahamut summon was used.
Made the catalysts vulnerable..I'd forgotten to.

IamanElfCollaborator

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Re: [DF 34.11] Final Fantasy Mod v0.8
« Reply #276 on: September 03, 2012, 03:47:29 am »

Moar updates.

Added Gilgamesh, Leviathan, Ultros, Typhon and Titan to the summon list. Just add their reactions into the desired entity.
Summonings are free, for the moment, but will be given cost (Except Ultros and Typhon. They're too incompetent.)

IamanElfCollaborator

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Re: [DF 34.11] Final Fantasy Mod v0.8.2
« Reply #277 on: September 03, 2012, 10:51:32 am »

Updated again.

UPDATES:
Overhauled the breath attack system. Certain summons are invulnerable to attacks of their own element.
Added Tiamat and fixed Sin not using breath attacks.
Added in compatibility with my WIP mod. Remove any [SYN_IMMUNE_CREATURE:whatever_PS] if this doesn't work out or you don't want the compatibility.
Added in Cuchulainn and Ixion.

IamanElfCollaborator

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Re: [DF 34.11] Final Fantasy Mod v0.9 (Now with better OP!)
« Reply #278 on: September 04, 2012, 03:35:23 am »

BIG UPDATE:
Overhauled the summon system. Now you require several items to summon.
Overhauled Mognet, and I'm now on my way to making it actually useful.
Overhauled the Runic Forge and it's creations. (Delete item_toy_ff if you have it, it's completely useless now.)
Cleaned up archaic raws.
Fixed the Qu and Moogles not having any of the newer mod reactions.

IamanElfCollaborator

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Re: [DF 34.11] Final Fantasy Mod v0.9 (IMPORTANT ANNOUNCEMENT)
« Reply #279 on: September 04, 2012, 02:13:47 pm »

Major-ish update:
Made the mod require my Basemod for use. This is so I don't have to create loads of duplicate raws with one letter changed for the sake of keeping mods independent of each other.
Added Shinryu. Haven't managed to kill him yet except with Alexander.

IamanElfCollaborator

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Re: [DF 34.11] Final Fantasy Mod v0.9.9
« Reply #280 on: September 05, 2012, 07:20:49 am »

MAJOR UPDATE:
Added in magic. Now you can cast summon magic, fire, thunder, ice, wind and gravity magic.
Prepackaged Basemod with it.
Fixed certain civs.
Added in Behemoth, Diabolos and Doomtrain.

IamanElfCollaborator

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Re: [DF 34.11] Final Fantasy Mod v0.9.9
« Reply #281 on: September 05, 2012, 12:43:47 pm »

Major update:
Made potions for magic purposes. Simplistic crafting system: just kill a Moldwynd, Mani Wizard, Chrono Controller, Pugman or Firefly for their essences, which you can use for potions that give you the ability to cast elemental magic.
Added the aformentioned encounters.
Added in new music.

chewie

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Re: [DF 34.11] Final Fantasy Mod v1.0
« Reply #282 on: September 05, 2012, 01:07:17 pm »

Nice progress! Gonna have to give it a try.
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IamanElfCollaborator

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Re: [DF 34.11] Final Fantasy Mod v1.0
« Reply #283 on: September 05, 2012, 01:25:11 pm »

Right, any suggestions now that Final Fantasy Mod has entered v.1.0?
Valefor , Anima, and the fiends are coming up soon,as are the rest of the Ivalice summons.
I'll also be releasing the WIP mod I've been working on now that Final Fantasy Mod is relatively finished, for the moment.

Urist McAddict

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Re: [DF 34.11] Final Fantasy Mod v1.0
« Reply #284 on: September 05, 2012, 10:45:59 pm »

Dude, i love the FF world and all...

Won't lie to you, i'd love if it was set in FFVI (FFIII in US), with us playing espers (filled with castes) and having to fight back hordes of the Gestahl's men riding magitek armor (oh Kafka you devil)... Oh well... Gonna have to wait for the remake on it =P

(Is magicite an ore? Would be nice to go with the summoning circle ^^)
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